Multiple choise, what happened to it?
Definitely Signed from me.
This would bring nice diversification into the normal missions; not to forget the illusion of selfdecission .
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Some time ago, there was talk about multiple choice dialogue. Whatever happened to it?
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I think it's called Going Rogue.
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Me too, it's prolly in GR, but I really thought it's in the game already, but not really used yet.
I'd guess it'd work the same way as the choice of rewards at the end of some events.
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Signed for self dessication...
Sounds fun.
I like it, a lot.
/Signed
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Well, even if it's just branshing quests and doesn't make in into the actual missions, even that would be great. Imagine TFs that aren't quite as dull. Where you get to make choises that make sense for the team you have. (Worst case, only one choise makes sense no matter what team you have, that would be useless).
Imagine if we also could get this into the MA even if we'd have to break the 5 mission limit and probably the 100k limit as well.
I like the idea a lot.
A LOT.
Signed.
I would like to have multiple choices into accepting a mission(which then reflects the answer given by the npc's). Some NPC's make me so angry(like sending you to the wrong place etc) and yet I never can give a satisfactory response.(So, make it possible to respond positively, neutral or negatively)
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@Lyrik
<QR> The thing that's currently in the game is "context-sensitive dialogue", and has been used in a very limited sense in Cimerora and later arcs.
Essentially it's a pointer that checks specific flags on your character, and then displays different information depending on what is found. The most obvious one being the Origin of Power arc, where when you speak to the contact specific to your own character's origin, you get a different speech.
Multi-response outcomes would be a fantastic addition to the dialogue code, but is likely to be significantly harder from a coding perspective.
Right now, context-sensitive dialogue simply (heh) checks flags that are permanently attached to your character, like $Origin and $Archetype, and will amount to "If $Origin = X, then display Y" commands.
Multi-response dialogues would, if written well, require at least the following steps:
1) Specific objective success/fail.
2) Create flag attached to character designating success/fail of specific objective.
3) Dialogue call resultant on context-specific result of success/fail flag.
4) Next Mission called as result of dialogue used.
5) Delete flag from character.
It is theoretically possible to have a success/fail flag set for each and every objective in a mission, of which there can be... well, lots. That's why you want the flags to delete - otherwise the character database will suddenly get a LOT bigger. I suspect that preservation of flags, avoiding false returns, and avoiding database bloat are all at least moderately complex coding issues, and that doesn't even account for the huge increase in dialogue for each mission that uses this hypothetical tech.
I'm sure the devs are working on it, but it is not a trivial exercise.
On the other hand, I /SIGN this hugely, because it would be awesome.
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Well, even if you limit it to give you a non-flag choise of two missions within an arc (say you've done mission 1, and get to choose between 2:1 or 2:2 not really affecting mission 3) this would still be great. You could still get some really nice things done that was story-wise.
Even if you made some story branching it wouldn't be that complicated really. I think the database keeps track of all missions we've done anyway, at least all arcs (seen the starts in ouroboros?). It's still just one mission leading to another (or a selection of others).
As for the really interesting parts, one mission actually being affcted by what you did in another mission with all the flags that would require... Yeah it would be cool, but if we're gonna see any of it, I guess it's gonna be:
1. Choises of missions. (do 2.1 or 2.2 sort of)
2. Choises inside a mission
and #3. Choises in one mission affect coming missions will be quite far off.
But omg the game would be a completely different experience for us oldies even if we get just #1 or ยค2 and it's well implemented.
Great suggestion
/signed
Some time ago, there was talk about multiple choise dialogue. Whatever happened to it?
I think Multiple choises in general would be a huge leap for CoX. Imagine this simple scenario:
You go into a mission to extract data. To do that, you need to kidnap a scientist, but you can choose which one to kidnap on the map. Different choise, different challenge. Once you kidnap victim is your's he/she may ask you if you want to go straight to the mainframe or if you want to turn off the alarm first.
For a single target dam dealer team, the alarm might be the best choise, face an EB turn off the alarm, get to the mainfram without being interrupted. For a team with good defense against minions and a lot of AoE, it might be better to face a horde of security "ambushes" by going straight to the mainframe.
Once done, you call your contact. He gives you a choise, act on the information directly, or first do a "side-mission" to boost you're likelyhood of succeeding (getting temp. power, causing a diversion to get an AV out of the main mission so you don't have to fight him, etc).
Of course you could do way more interesting things, but as an example I think the above is enough.
Just imagine the impact on TFs and SFs if this could be implemented, not to mention the MA.